- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
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c830801da3
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24 changed files with 133 additions and 121 deletions
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@ -1430,9 +1430,9 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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if (mthing->type == 0) return false;
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x = mthing->x;
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y = mthing->y;
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z = mthing->z;
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x = mthing->_f_X();
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y = mthing->_f_Y();
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z = mthing->_f_Z();
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if (!(level.flags & LEVEL_USEPLAYERSTARTZ))
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{
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@ -1476,10 +1476,10 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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//
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// [RH] Returns the distance of the closest player to the given mapthing
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static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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static double PlayersRangeFromSpot (FPlayerStart *spot)
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{
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fixed_t closest = INT_MAX;
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fixed_t distance;
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double closest = INT_MAX;
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double distance;
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int i;
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for (i = 0; i < MAXPLAYERS; i++)
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@ -1487,7 +1487,7 @@ static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
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continue;
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distance = players[i].mo->AproxDistance (spot->x, spot->y);
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distance = players[i].mo->Distance2D(spot->pos.X, spot->pos.Y);
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if (distance < closest)
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closest = distance;
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@ -1499,13 +1499,13 @@ static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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// [RH] Select the deathmatch spawn spot farthest from everyone.
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static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections)
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{
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fixed_t bestdistance = 0;
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double bestdistance = 0;
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FPlayerStart *bestspot = NULL;
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unsigned int i;
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for (i = 0; i < selections; i++)
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{
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fixed_t distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
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double distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
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if (distance > bestdistance)
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{
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